PlayStation VR: the Simplest PS4 VR Bundle for Virtual Reality Games

(Last Updated On: April 17, 2018)

The release of PlayStation VR is a very important moment for the nascent Virtual Reality sector. Sony’s viewer remains the most appealing product for the general public, above all thanks to a price that is far less expensive than that of the competition.

Let’s be clear: the future of Virtual Reality is anything but uncertain, and with Oculus working on the first “stand-alone” viewer, completely wireless and capable of running the software without a PC, we can be sure that VR will hear talk again for a while.

The success of the Project Morpheus fu could, however, give a good acceleration to the production rhythms, and unanimously convince the big players of the video game sector, who still remain to watch quite timidly.

Regardless of what will be the reaction of the public, on Virtual Reality Sony aims in a clear and decisive manner, presenting an excellent product from different points of view.

Excellent ergonomics and usability, impressive quality/price ratio, but above all solid and abundant is the launch line-up, which really includes everything: disturbing horror experiences, interactive stories, arcade and sports, and even titles for the whole family.

In response to those who thought that Virtual Reality helmets could somehow isolate the players, Sony proposes a diametrically opposed view: that of an object that can also be “social”, and thus allow to share the enthusiasm for the discovery of a new, fascinating technology.

First Excellent ergonomics Contact

PlayStation VR is noticed immediately, as soon as it is extracted from the package. The shapes are elegant, the futuristic design, the soft lines. Plastic materials are not the best that can be found on the market, and the feeling of solidity is not the best; but the weight is incredibly small, and all in all, the helmet remains an object with an interesting look, enhanced by the two-tone plastic.

PS4 VR installation

The installation process is generally painless if you follow the instructions provided in the package. In fact, the box contains many cables, but all are numbered so that you can attach the viewer to the console without complicating your life too much.

However, be aware that after installation you will have more than one wire around the living room. In fact, for PlayStation VR it needs an external computing unit, obviously included in the package, needed to split the video stream (making it reach both the headset and the TV screen) and to calculate the audio “three-dimensional”.

This small “box”, whose design recalls that of a squarer Ps4, must be attached to a socket with a small external power supply and must be connected to one of the two USB ports of the console at the same time.

There is also an HDMI input that receives the video signal from the Ps4, and two different outputs: one goes connected to the television, and the other to the viewer, with a discreetly thick cable.

Although it may be intuitive to implement, you can not help but think that a fairly important limit of this technology is linked to the connections: even HTC and Oculus suffer from the same problem, and to date, the solutions are only partial.

On the other hand, the cable hanging from the viewer (on which there is a small door to attach the headphones, where is also positioned the button to turn on and the two keys to adjust the volume), is quite heavy, precisely due to the presence of different connectors.

There is no annoyance during sitting sessions, but when we have to stand up, the cable can be an obstacle. By contrast, the ergonomics of PlayStation VR is really excellent. Of the three currently available viewers, Sony is without a doubt the most comfortable.

The white band that softly encircles the head, avoiding excessive pressure thanks to the presence of two bearings, makes sure that the weight of the helmet is completely discharged on the forehead, and not on the face or nose. This allows you to sustain long sessions of play without feeling any tiredness.

In short, PlayStation VR is a well-engineered, even elegant, but above all comfortable and light-weighted visor, “forced” to endure some limitation more than anything else tied to the current level of the new technology.

The resistance of the elastics that allow you to tighten the viewer, subjected to a constant stress in the moment of wearing and removing the helmet, is of some concern: we will see if they can stand on the long distance.

PlayStation VR – design and convenience

PlayStation VR features a 5.7-inch OLED screen with a resolution of 1920×1080. The viewing angle is about 100 degrees, slightly lower than that of Oculus and Vive.
The truth is that during the game sessions these defects are drastically reduced and they are hardly noticed. To look around you tend to turn the head instead of the eyes, and it is really difficult to perceive the “porthole” effect.

The same applies to the pixels of the screen, although the difference in resolution compared to rivals (which mount a 2160×1200 OLED) is certainly noticeable.

That the launch price would have imposed some compromise, moreover, we knew it, but in the end, it seems to us that the result obtained is more than good.

Instead, it could be the power of the console to represent an important “bottleneck”: when it is called to handle more complex polygonal scenes, such as those of the adrenaline EVE Valkyrie, Ps4 must give up something about the quality of the textures and post-processing.

Then there is the issue of framerate: on Ps4 the titles run at 60 frames per second, while the refresh rate of the screen is 90 or 120Hz, necessary to prevent the image from generating trails that could induce a sense of nausea ( along with the very low latency – in this case, it is 18 milliseconds – it is an aspect that is essential to reduce the episodes of motion sickness).

PlayStation VR solves this problem by using the “reprojection” technique, a system that doubles the number of frames by artificially generating additional ones, and calculating them according to the movements the player makes with the head.

The use of the viewer, thanks to all these tricks, is generally not very traumatic, and even those who have never had experience with Virtual Reality can get used to it quickly.

It is impossible, in any case, to know a priori how individual players will react, and it must also be said that every experience makes history to itself. The more relaxed games, such as those offered by the two collections The PlayRoom VR and PlayStation VR Worlds, are globally harmless, but even Until Dawn’s horror races: Rush of Blood tends to be easy to metabolize.

When things get busier, like in RIGS or Battlezone, the adaptation period could get longer, and there are other titles with non-intuitive movement systems, like Here They Lie, which are very difficult to approach even for the less sensitive.

In any case, the idea that we have made is that with time you can really get used to everything, and that even the use of Virtual Reality is possible to “train”: provided that a direct test is strongly recommended, after some day spent in the company of PlayStation VR you will realize that you are much more serene and relaxed in the early hours.

The merit of this result is also really accurate head tracking. PlayStation Camera (needed to run PSVR even if it is sold separately) does a really perfect job, taking advantage of the bright areas on the front and back of the viewer. The tracking of movements is very precise, and in addition to rotating the head, you can move freely in a small section of space.

Nothing to do with the room-scaling proposed by Vive (and also coming for Oculus), but the solution proposed by Sony is still sufficiently immersive: crouch during a shootout in London Heist, to get into cover behind a shelter and avoid so the shots of the opponents, is an action that increases the involvement in a sensitive way.

In any case, PlayStation Camera can also track the position of two motion controllers, seriously recommended if you want to fully enjoy many launch titles. Thanks to its light bar, the DualShock can also be tracked, and in some experiences such as The PlayRoom VR or Rush of Blood, the “classic” Ps4 pad performs very well.

By closing the brackets on logistic issues, PlayStation VR requires a little space to play, but almost all living rooms should be able to accommodate the viewer: sitting in front of the screen, it is enough a meter and a half away from the TV.

Overall, the results obtained by Sony are really convincing: PlayStation VR will also be an entry level viewer, but it is more than enough to make the players fall in love with this new technology, offering a very good degree of immersion and a quality of the visual experience more than decent.

VR for everyone

The launch of the viewer was anticipated by the arrival, on PlayStation Store, of a section specifically dedicated to virtual reality titles. Inside there is a really large number of productions, which covers all price ranges. The most expensive game is RIGS, sold substantially at full price, and probably used as a “thermometer” to understand how much players are willing to invest.

There are then experiences suitable for every palate: from Driveclub VR to Allumette, there is really everything. Between interactive short films and driving experiences emerge the furious arcade battles of Battlezone, the musical synthesis of Rez Infinite, the investigative adventures of Batman Arkham VR, and the exuberant games at 100ft Robot Golf.

In short, Sony has assembled a very interesting line-up, but it is waiting for a real Killer App. Many of the experiences to date are almost a first introduction to the world of Virtual Reality, trying to cover the largest number of genres and contexts.

As much as it is pleasant to discover how the driving sensations offered by Driveclub change wearing the visor, and as exciting as the space battles of EVE Valkyrie, there is still a distinctive and indispensable product.

The prospects for the future, in any case, are really interesting. For example, you can carefully explore PlayStation VR Worlds, to understand that London Hearst and Scavenger’s Odyssey could effortlessly turn into more complex, layered and enduring experiences.

From a certain point of view, it is a pity that Sony has exploited the productive efforts of some of its development teams to assemble these simple collections of mini-games or mini-adventures.

We will see if Farpoint will be able to present an interesting and long-lasting adventure, but also as if the proposals of third parties will: Sony warns us that today more than 160 titles for PlayStation VR are under development, many of which should reach the digital shelves of the PSN by next spring.

Before closing, it seems right to say a few words to The PlayRoom VR, a free title that includes five highly condensed multiplayer experiences. These are really simple minigames, to be dealt with in company: a user wears the visor, while the others play with the pad, or simply by looking at the screen, in order to provide various indications to the companion.

The playful value of this proposal is really minimal, but the atmosphere created in the living room is in some way priceless. Passing, in turn, the helmet, even the players who have never tried the Virtual Reality have a way to get used to the three-dimensional environments, dragged by the enthusiasm of the companions.

It is precisely the presence of the “social screen” one of the potentially interesting traits of PlayStation VR: Sony reiterates in short that Virtual Reality does not necessarily mean isolation and that this new technology can really be for everyone.

It is not just a question of price, but also of supply and opportunity. The soft abyssal descents of Ocean Descent, the pastel shades of Allumette, the towers built with the blocks of Tumble VR can and must coexist with the zero-gravity fights and the nightmares of Here They Lie. It is important that they do this if we want Virtual Reality to really broaden the prospects of this market.

➤ PlayStation VR – Worlds Bundle

Games Come First. With gamers in mind, PlayStation delivers a new world of unexpected gaming experiences through PlayStation VR. Play some of the most highly anticipated titles coming soon to PS VR.

Just Plug and Play. Getting into PlayStation VR couldn't be easier. Just plug the PlayStation VR headset and your PlayStation Camera into your PlayStation 4 system. You're ready to go.

Advanced VR Display. Seamless visuals keep you connected to the virtual world through an expansive 5.7" OLED 1080p display running at up to 120 frames per second.The LEDs around the PlayStation VR headset, on the DUALSHOCK 4 wireless controller

➤ Sony – PlayStation VR Gran Turismo Sport Bundle

Advanced VR Display: Expansive 5.7" OLED 1080p display running at up to 120 frames per secondBrand New sealed in original box. We ship From USA. For Delivery Address Outside USA: Buyer is responsible for import Duty, VAT, TAX and Broker Fee.Brand New sealed in original box. We ship From USA. For Delivery Address Outside USA: Buyer is responsible for import Duty, VAT, TAX and Broker Fee.

➤ PlayStation VR The Elder Scrolls V: Skyrim VR Bundle

Advanced VR Display: Expansive 5.7" OLED 1080p display running at up to 120 frames per secondBrand New sealed in original box. We ship From USA. For Delivery Address Outside USA: Buyer is responsible for import Duty, VAT, TAX and Broker Fee.Brand New sealed in original box. We ship From USA. For Delivery Address Outside USA: Buyer is responsible for import Duty, VAT, TAX and Broker Fee.